The excavation of intangible cultural heritage (ICH) contextual information carried by cultural heritage (CH) presents new possibilities with the continuous advancement of digital technology. However, when visiting CH...
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The excavation of intangible cultural heritage (ICH) contextual information carried by cultural heritage (CH) presents new possibilities with the continuous advancement of digital technology. However, when visiting CH sites, due to physical limitations or conservation principles, audiences often focus only on the tangible aspects of CH, while neglecting or struggling to interpret the intangible cultural background. Therefore, presenting the rich intangible cultural contextual information associated with tangible CH is growing in significance, and virtual display methods are gaining prominence. In this work, we select the Shiwan pottery sculptures from over 100 years ago, located in the Chen Clan Ancestral Hall in China, as the subject of our CH research. We conduct a narrative analysis of the intended interpretation of its historical storytelling context. Based on this, we design a new system for embedding ICH narrative information into tangible CH, enabling their aligned comprehension, using 3D scene construction technology, motion capture and virtual reality (VR) technology. The system reimagines the storyline and spatial theatrical scene of Chinese local drama (Cantonese Opera) as ICH in the tangible CH. Results of a comparative user experiment show that the VR immersive interactive system enhances audiences' aligned understanding of ICH contextual storytelling when visiting CH, and it generates a deep interest in ICH. CCS Concepts: center dot Human-centered computing-virtual reality;Human computer interaction (HCI);center dot Applied computing-Media arts;center dot General and reference-Design
Purpose of ReviewTo examine the effects of virtual reality (VR) on upper limb function in patients with traumatic brain injury (TBI) and to provide future recommendations on this *** FindingsSix studies met our eligib...
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Purpose of ReviewTo examine the effects of virtual reality (VR) on upper limb function in patients with traumatic brain injury (TBI) and to provide future recommendations on this *** FindingsSix studies met our eligibility criteria. Sixty-one participants (Mean age 31.24 years), 38% of whom were females, were included in this review. Three studies administrated a single session of VR-based training, and three delivered multiple sessions. One study revealed "good" quality, and the remaining studies exhibited "poor" quality. The included studies showed that VR training may enhance upper limb function *** evidence for the effects of VR on upper limb function in patients with TBI is limited. Additional studies are warranted to explain the influence of VR in this population, to identify the optimal treatment protocol, to understand the effects of various factors on motor recovery, and to define the relationship between motor recovery and functional outcomes.
Many applications involving virtual humans in the area of hearing disabilities focus on sign language, disregarding other rehabilitation methods. This article presents Labio, a highly immersive 3D virtual environment ...
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ISBN:
(纸本)9783031717093;9783031717109
Many applications involving virtual humans in the area of hearing disabilities focus on sign language, disregarding other rehabilitation methods. This article presents Labio, a highly immersive 3D virtual environment designed to support hearing rehabilitation methods based on visual strategies such as lip reading. The Labio application offers a range of exercises primarily for the learning phase. These exercises are intended to be used in conjunction with a speech therapy program, where the therapist will guide the subject in performing the exercises.
The exploration of complex environments (reconstructed locations, immersive data visualisation, etc.) is one of the primary applications of virtual reality (VR) because of the feeling of immersion and the natural inte...
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The exploration of complex environments (reconstructed locations, immersive data visualisation, etc.) is one of the primary applications of virtual reality (VR) because of the feeling of immersion and the natural interactions that it provides. When exploration is completely free, users easily become disoriented and frustrated due to multiple factors such as task difficulty, interaction techniques, spatial understanding, immersion breaches, etc. Adaptive VR systems aim to overcome these difficulties and increase performance by providing clues to help the user and delivering effective feedback. Current adaptive VR systems are mainly task-based, meaning that they have explicit knowledge about what users must achieve. We assess a new task-blind approach, which aims to enhance users' attention and recall processes instead of helping directly with their assignment by trying to infer in real time the task a user is performing. We compare three VR help-system configurations (task-based, task-blind, and no-help) through a controlled user study involving 66 participants. The results show that the group assisted by our task-blind system developed a different behavioural pattern while maintaining similar performance scores in comparison to the task-based approach. This paper shows a new way to offer more flexibility in help-system design and opens up the field of task-blind adaptive VR.
Purpose - Given the growing use of virtual reality (VR) technology in marketing, our research focuses on the development trajectory of research in the marketing field from 2012 to 2022 to identify essential phases and...
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Purpose - Given the growing use of virtual reality (VR) technology in marketing, our research focuses on the development trajectory of research in the marketing field from 2012 to 2022 to identify essential phases and sub-trends within this topic. Design/methodology/approach - This study employs a main path analysis (MPA) methodology to analyze academic articles related to VR in marketing from the Web of Science database. Findings - The research on VR in marketing has experienced significant growth over the past 10 years and is projected to continue thriving in the future. During the past decade, research in this field has transitioned from exploring VR affordances in marketing to realizing the potential of VR in marketing. From the information systems perspective, the three primary research trends that have garnered the most attention from researchers are VR technology as an artifact, marketers' motivational approach and consumers' motivational approach. With the continual advancement of VR technology, the research trend of Metaverse marketing will gradually displace VR in marketing. Originality/value - To the best of our knowledge, this is the first research using MPA to explore the development trajectory of VR in marketing and provide a comprehensive picture of it under the Affordance-Actualization theory.
The continuous advancement and evolution of technology have enabled the development of virtual simulations that accurately represent real-world situations in a safe and effective environment without causing real-world...
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The continuous advancement and evolution of technology have enabled the development of virtual simulations that accurately represent real-world situations in a safe and effective environment without causing real-world harm. virtual reality technology allows for the simulation of complex or hazardous maritime scenarios both for the advancement of theoretical knowledge and for operational skills' development. This is crucial given the significant number of accidents involving vessels which are often attributed to factors such as inadequate training or inexperience. Traditional training methods are limited in their ability to replicate certain conditions and scenarios, whereas virtual reality solutions offer immersive, realistic, experiences that can improve learning outcomes, maintain trainee interest, and safely simulate dangerous situations. By exploring a wide range of examples from the international literature, the present work aims to highlight the effectiveness of this technology in maritime training and further identify gaps concerning the integration and adoption of virtual reality in the training of small vessel operators. Copyright (C) 2024 The Authors.
Managing underground utility tunnels (UUT) poses challenges such as safety risks, limited accessibility, and high training costs. To address these, we developed an effective VR-based UUT management training simulator,...
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Managing underground utility tunnels (UUT) poses challenges such as safety risks, limited accessibility, and high training costs. To address these, we developed an effective VR-based UUT management training simulator, integrating digital twins with a multi-degree-of-freedom (DoF) motion platform to provide an immersive, cybersickness-reducing experience. Advances in actuator and computer graphics technology have increased the research and development of virtual reality (VR)-based training simulators that use multi-DoF motion platforms. In this study, the proposed system provides precisely synchronized visual feedback through a head-mounted display and kinematic feedback via four-DoF motor-based actuators, realistically simulating UUT conditions, including momentum shifts such as falls and micro-swaying. To mitigate cybersickness, visual and kinematic acceleration control techniques are employed, ensuring users can comfortably and safely experience the UUT without stability concerns. We used a LiDAR sensor to model the actual UUT for realistic visualization in the VR environment and created various scenario-based content, such as facility installation, inspection, and device repair, based on the physical characteristics inside the UUT. This integrated approach enables users to effectively manage and operate UUT facilities in a safe, controlled virtual setting, bridging the gap between traditional training and real-world operations.
This study introduces the development and evaluation of a virtual reality (VR) application designed for physical and cognitive training, simulating everyday life activities. Developed in Unity3D and compatible with Me...
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ISBN:
(纸本)9798350376371;9798350376364
This study introduces the development and evaluation of a virtual reality (VR) application designed for physical and cognitive training, simulating everyday life activities. Developed in Unity3D and compatible with MetaQuest 2, the application offers scenarios such as organizing a closet, collecting objects, and memorizing positions. Usability and user acceptance were assessed using a pilot group of twelve adults. Results indicate high acceptance of the technology, with users finding the controllers easy to use and tutorials effective. Users expressed interest in incorporating VR into their routines, particularly appreciating the need for body movement during interaction. However, suggestions for improvement, such as adding visual and sound effects, were noted. Despite the pilot group being younger than the target demographic, findings suggest VR's potential for broad adoption, providing an alternative to conventional exercises and fostering increased engagement in physical and cognitive activities imitating real-world tasks. Collaboration with healthcare professionals is recommended to tailor the technology to diverse demographic needs and integrate it into clinical contexts.
virtual reality (VR) technology has shown great potential on intervention of social skills for children with autism spectrum disorder (ASD). This review aimed to review the application of VR in current social skills i...
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virtual reality (VR) technology has shown great potential on intervention of social skills for children with autism spectrum disorder (ASD). This review aimed to review the application of VR in current social skills intervention targeting autistic children and evaluate its effect. After searching and screening three databases, we found 20 papers on interventions for children with ASD using VR technology, including three studies of social communication, six studies about social-emotional reciprocity, nine studies on social interaction, and eight studies of on social cognition. First, concerning the age of the children involved in the interventions, we found that VR devices were more suitable for children with ASD who were older. Second, regarding VR devices, we recommend laptop VR devices based on the cost, non-invasiveness, and effectiveness of their use in interventions. The VR application form of game is more advisable. More importantly, for the design of the VR intervention, based on the adoption article, we found that using a single participant worked better. This research presents the overall effects and limitations of this literature as well as implications for future work.
Introduction The aim of the study was to evaluate undergraduate medical students' knowledge and self-confidence to perform abscess incision after virtual reality-simulation or video lecture. Pre and post-knowledge...
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Introduction The aim of the study was to evaluate undergraduate medical students' knowledge and self-confidence to perform abscess incision after virtual reality-simulation or video lecture. Pre and post-knowledge assessment was *** and Methods This was a multicentre randomised controlled trial from October 2021 to January 2022. The study was carried out at two universities providing medical education. Undergraduate medical students were randomized into either fully immersive head mounted display virtual reality-simulation (VR) or video lecture. Pre- and post-learning surveys probed self-confidence and student's own assessment of competence. Participants were third-, fourth- and fifth-year medical students from the University of Eastern Finland and the University of Helsinki. All students were sent an email informing them of the opportunity to participate in this voluntary study. All willing students were included in the *** 42 medical students participated in the study. Most were fourth year medical students, 52% of the participants had previously used VR in some context and the mean age of participants was around 25 years. Both methods increased knowledge and self-confidence equally. In VR subgroup, those with technical support available experienced greater learning than those *** Interestingly, in the present study, both VR and video lecture increased knowledge and professional self-confidence equally.
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